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Class 170 External Empty Class 170 External

Post by chrisrose1993 Wed Sep 10, 2014 2:20 pm

A little WIP I've got going on, Textures are all from the old NWM route object with some modified to fit my model.

Class 170 External OpenBve2014-09-1014-15-33-90_zps96a4f7e6
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Post by thehoviskid Wed Sep 10, 2014 7:24 pm

That looks very smooth!
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Post by chrisrose1993 Wed Sep 10, 2014 10:39 pm

As in good or bad? This is a wire frame of it, It's very easy on frame rates on my PC and makes no difference to it.

Class 170 External 170_Wireframe_zpsb41d4e9c
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Post by ap1991 Thu Sep 11, 2014 5:02 am

chrisrose1993 wrote:As in good or bad? This is a wire frame of it, It's very easy on frame rates on my PC and makes no difference to it.

Class 170 External 170_Wireframe_zpsb41d4e9c

Have you coded that all by hand or do you use a program?

After being away from the BVE scene for a while, the progress in regards to detail is impressive, I can create b3d/csv objects but not to this detail...
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Post by Northern Line Thu Sep 11, 2014 12:24 pm

ap1991 wrote:Have you coded that all by hand or do you use a program?

After being away from the BVE scene for a while, the progress in regards to detail is impressive, I can create b3d/csv objects but not to this detail...
I would guess this be coded by hand. But let's hear it from the developer himself
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Post by chrisrose1993 Thu Sep 11, 2014 2:06 pm

Body shell was made in 3ds max (There's no way I'd be able to hand code that!! lol) with everything else hand coded Smile
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Post by thehoviskid Thu Sep 11, 2014 8:05 pm

chrisrose1993 wrote:As in good or bad?
 Good!
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Class 170 External Empty Re: Class 170 External

Post by leezer3 Fri Sep 12, 2014 12:56 am

Very nice Smile

Have you considered using a separate mesh for the windows?
I'm not sure if you're planning on transparent windows or not, but with the number of faces on the front of that one, it wouldn't be hard to split the windows into their own mesh. The sides wouldn't be too hard either; Everything you've got is fundametally square, rather than the much more awkward round bits on steam locos.
If you're using transparent windows, it's highly desirable for them to be on their own mesh, as you'll find that this dramatically cuts down on the number of Z-sorting issues you'll see.

Complex hand coding isn't difficult mind, see the 81xx for a rather extreme point in question! (The only things that aren't 100% hand-written mesh there are the Cylinder commands)
Whilst I could built something like the above in 3DS Max etc, I could knock it up in a fraction of the time by hand, so horses for courses!

Cheers

Chris Lees

http://www.bvecornwall.co.uk

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Post by mrknowitall Sat Sep 13, 2014 4:30 pm

Very nice mesh coming along there, In regards to the windows, id probably just use the front face mesh, add a set colour to it and then the extra value on the end, and translate it back by 0.05 and there is your window. rather simpler way of doing things.

But very nice non the less. You got plans for the interior or you keeping things simple?
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Post by chrisrose1993 Fri Sep 19, 2014 4:57 pm

No plans for an interior at the moment...

I'm unsure how to make the underframe look better? At the moment it looks too flat but I don't want to make everything 3d as I don't have the patience!! Razz
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Post by Quork Fri Sep 19, 2014 10:35 pm

Try making several planes. I think three might do the trick. From outside to inside:

- suspension
- bogie frame
- wheels
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Post by leezer3 Sat Sep 20, 2014 12:20 am

The short answer is that it'll never look as good as you like until you build the full 3D bits and bobs Razz

This is what I'd be doing (roughly speaking) for a DMU like this-
Use one face for the front of the battery boxes, fuel tanks and associated bits.
You can probably get away with a single cube to hide the gaps, although I'd build the full complex shape.
Build the bogies separately as a 4-face square.
Wheels inside each bogie using cylinders.

Cheers

Chris Lees

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Post by Quork Sat Sep 20, 2014 5:36 am

Whilst your work is really, really amazing, Chris, I do not agree this to be the way to go for everybody. Starting with FPS drain, via the creation workload, and ending with the fact that from a cab POV (and that is what you do the very most of the time on a train sim!) for most vehicles the reason is hardly noticeable at all. With British vehicles it is slightly more than with continental ones due to your tiny loading gauge, but still...
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Post by chrisrose1993 Sat Sep 20, 2014 11:02 am

What is not the right way to go? Neutral
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Post by Quork Sat Sep 20, 2014 11:33 pm

I didn't say it isn't the right way at all, I just said it isn't the only/generally right way to go. And I was relating to Chris' ambitious all-3D-approach. It produces breathtaking results obviously, but it isn't neither necessary nor even very productive for many, many trains.
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Post by TheNetworkerLover Sat Jun 01, 2019 5:00 pm

Blimey! It looked like TS2019 for a split second. Then i thought it was msts. Then i realised its bve. Where is this available? It looks very well done and the fact you created it using a program makes it outstanding for me. Congratulations. Smile
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